Files
Aurora.3/code/game/mecha/mecha_wreckage.dm
panurgomatic 3517810d11 - Added atom/proc/search_contents_for. Recursively searches through all contents of all atoms inside specified one for matches, returns a list of found atoms.
- Added teleporter datum. do_teleport proc is now just a wrapper for it.
- Added damage absorption to mechs.
- Added mecha step and turn sounds.
- Cleaned effects code a bit.
- Metal foam should now block air movement.
- Since sd_ lightning library chops areas into pieces, turrets now work with master area.
- Tried to optimize DesignHasReqs proc.
- Added plasma converter and laser cannon mecha equipment.
- Other cosmetic changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2463 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-31 22:09:36 +00:00

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///////////////////////////////////
//////// Mecha wreckage ////////
///////////////////////////////////
/obj/effect/decal/mecha_wreckage
name = "Exosuit wreckage"
desc = "Remains of some unfortunate mecha. Completely unrepairable."
icon = 'mecha.dmi'
density = 1
anchored = 1
opacity = 0
var/list/welder_salvage = list(/obj/item/stack/sheet/r_metal,/obj/item/stack/sheet/metal,/obj/item/stack/rods)
var/list/wirecutters_salvage = list(/obj/item/weapon/cable_coil)
var/list/crowbar_salvage
var/salvage_num = 5
New()
..()
crowbar_salvage = new
return
/obj/effect/decal/mecha_wreckage/ex_act(severity)
if(severity < 2)
spawn
del src
return
/obj/effect/decal/mecha_wreckage/bullet_act(var/obj/item/projectile/Proj)
return
/obj/effect/decal/mecha_wreckage/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
if(salvage_num <= 0)
user << "You don't see anything that can be cut with [W]."
return
if (!isemptylist(welder_salvage) && W:remove_fuel(0,user))
var/type = prob(70)?pick(welder_salvage):null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src]", "You cut [N] from [src]", "You hear a sound of welder nearby")
if(istype(N, /obj/item/mecha_parts/part))
welder_salvage -= type
salvage_num--
else
user << "You failed to salvage anything valuable from [src]."
else
user << "\blue You need more welding fuel to complete this task."
return
if(istype(W, /obj/item/weapon/wirecutters))
if(salvage_num <= 0)
user << "You don't see anything that can be cut with [W]."
return
else if(!isemptylist(wirecutters_salvage))
var/type = prob(70)?pick(wirecutters_salvage):null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "You cut [N] from [src].")
salvage_num--
else
user << "You failed to salvage anything valuable from [src]."
if(istype(W, /obj/item/weapon/crowbar))
if(!isemptylist(crowbar_salvage))
var/obj/S = pick(crowbar_salvage)
if(S)
S.loc = get_turf(user)
crowbar_salvage -= S
user.visible_message("[user] pries [S] from [src].", "You pry [S] from [src].")
return
else
user << "You don't see anything that can be pried with [W]."
else
..()
return
/obj/effect/decal/mecha_wreckage/gygax
name = "Gygax wreckage"
icon_state = "gygax-broken"
New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/gygax_torso,
/obj/item/mecha_parts/part/gygax_head,
/obj/item/mecha_parts/part/gygax_left_arm,
/obj/item/mecha_parts/part/gygax_right_arm,
/obj/item/mecha_parts/part/gygax_left_leg,
/obj/item/mecha_parts/part/gygax_right_leg)
for(var/i=0;i<2;i++)
if(!isemptylist(parts) && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
return
/obj/effect/decal/mecha_wreckage/marauder
name = "Marauder wreckage"
icon_state = "marauder-broken"
/obj/effect/decal/mecha_wreckage/mauler
name = "Mauler Wreckage"
icon_state = "mauler-broken"
desc = "The syndicate won't be very happy about this..."
/obj/effect/decal/mecha_wreckage/seraph
name = "Seraph wreckage"
icon_state = "seraph-broken"
/obj/effect/decal/mecha_wreckage/ripley
name = "Ripley wreckage"
icon_state = "ripley-broken"
New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
for(var/i=0;i<2;i++)
if(!isemptylist(parts) && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
return
/obj/effect/decal/mecha_wreckage/honker
name = "Honker wreckage"
icon_state = "honker-broken"
New()
..()
var/list/parts = list(
/obj/item/mecha_parts/chassis/honker,
/obj/item/mecha_parts/part/honker_torso,
/obj/item/mecha_parts/part/honker_head,
/obj/item/mecha_parts/part/honker_left_arm,
/obj/item/mecha_parts/part/honker_right_arm,
/obj/item/mecha_parts/part/honker_left_leg,
/obj/item/mecha_parts/part/honker_right_leg)
for(var/i=0;i<2;i++)
if(!isemptylist(parts) && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
return
/obj/effect/decal/mecha_wreckage/durand
name = "Durand wreckage"
icon_state = "durand-broken"
New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/durand_torso,
/obj/item/mecha_parts/part/durand_head,
/obj/item/mecha_parts/part/durand_left_arm,
/obj/item/mecha_parts/part/durand_right_arm,
/obj/item/mecha_parts/part/durand_left_leg,
/obj/item/mecha_parts/part/durand_right_leg)
for(var/i=0;i<2;i++)
if(!isemptylist(parts) && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
return
/obj/effect/decal/mecha_wreckage/phazon
name = "Phazon wreckage"
icon_state = "phazon-broken"